RODOH has cometh!

Switched over to a similar stock background.

That side looks pretty good.

That side looks a lot… dustier than I’d expect. Not yet sure if this is an issue with the ship or the local lighting… will have to hunt around.

In some cases it looks like ships that didn’t have normal maps now have bad ones. Will have to dig into that some more too.

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So that REALLY SEXY ship used to be an HW2C HOD - and you did the process (with edits?) - and got what I see there? It’s great!

It may be dark for a few reasons:

  • The ship shaders for RM ‘curve’ the inputs - dark will be really dark, light moreso light - @scole may be able to weigh in on how they learned to calibrate that.

  • If you didn’t create a custom _REFL map you’re getting black - so the background isn’t adding light like it does for HW:RM ships - which would certainly lead to a darker ship, most obviously away from the actual key/fill where maybe the skybox would have added brightness.

Overall though - it looks really good. Did you check the DAE in any toolset?

I used your example script with some modifications to walk the classic hods through without any massaging, and this is the output. I haven’t yet checked out any of the dae or texture outputs manually, just launched into the game in search of shiny things. :smile:

This sort of shot is like crack to me:


There’s some open/launch animations that don’t seem to be playing, though :frowning:

Animations should be okay, indeed if there was a MAD in HW2:C mode, it should come out in HW:RM mode the same, only likely smaller (the old exporter loved to waste space duplicating strings). If you have a specific issue - feel free to PM me a link with the old HOD, and I can see what’s up.

I’ll dig through and pick out an obvious and easily reproducable one to send your way either tonight or tomorrow. Thanks for the support!

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are you saying we can convert old hw 2 c mod hods to HWRM now ??? if so OMG thank u i got over 500 ships to convert and over 300 subsystems … 22 races = too many and maybe was a bit too much lol.

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[modding intensifies intensely]

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Yes, with a few key catches (like the size mismatch issue @EatThePath hit for some models…) - you can convert to DAE, then use HODOR to go back to HOD proper - both for HW:RM, but also when we jump to the new format, very easily convert to that (one shot with the right scanning script).

If you want to attempt a ‘batch’ convert - check out the stuff I said above about using a path scanning script - it makes the work quite breezy.

Awesome. At the Rebirth mod we’re using some placeholder models from Complex Enhanced for internal testing while we work on our homegrown assets. Thanks to this simple conversion, a lot of visual bugs were fixed on these placeholders.

Once i get a working PC that can handle HWRM hello homeworld universe remastered =)

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You’ll all be pleased to know that (after removing the backgrounds folder temporarily) a mass export to DAE was completed on the Star Trek: Continuum mod files! :smiley:

I’m running the DAE to HOD now so I can do some testing, post some picks etc but it’s taking much longer :smile:

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Same here, Warlords now has lots of DAE files and that should make things way faster to edit. I haven’t batched back to hod yet, still doing spot tests of key ships

however I realized how much work it will be just to get normal maps on ships… 2048x2048 will not cut it for the normal map on the SSD it just looks… ugh

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Ok, so after some (moderately) thorough testing the results are in!

  1. All DAE files (except backgrounds) extracted without issue
  2. 3 ships had mismatched texture file sizes which needed to be edited
  3. 1 ship (fed_TNG_starbase) created a DAE file which crashed HODOR, sent to BitVenom
  4. No animations which were on the root joint were correctly carried across, also sent to BitVenom
  5. Copied all HODs (no MADs) over the current working directory (fx, resource, ships, subsystem, etc)
  6. Fired up the game and… it worked! There is lots to fix, but we almost have our baseline! :smiley:
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RODOH was successful at converting the SSD without issue, so it looks like having 250 weapon hard points and lots and lots of everything else converts just fine! though I have had a few ships complain about a lambert shader, I looked in the material in the dae and didn’t see anything about lambert in the SHD entries

also I had a few ships that had RODOH errors that just returned ‘000000000’ I noticed that happened when I tried to convert a new hod with rodoh by accident, but this one was definitely an old one

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all bow before the mighty evil jedi =)

Any time you get a ship that isn’t acting right - please send it over. It could lead to a fix that helps many others… :smile:

The size of those ships is going to screw with the shadow buffer so hard…

after some testing the lambert shader is something I had injected into an old hod, so no issue there. I still have one more to test with that isn’t working and see if it was something that was an experiment. all of the other hods were generated from the RDN maya tools so they converted well. subsystems are next on my list and they exported fine

speaking of shadow buffer, A lot of the ships had goblins that sat on top of the other geometry, is this worth correcting and making a single continuous mesh for both visual quality and performance? it also looks like when a ship comes through RODOH -> HODOR that the lighting is calculated differently than old hods, I’ll try to post side by side screens.

as for the size of ships… yeah it also screws with collision, the ships start about 15km above or below the map. Just to get them to ‘participate’ the thruster speed is the same as the main engine speed, works fine on bigger maps though

Some of my attempts to set up cool screenshots have made it clear that ships don’t seem to cast a shadow if they’re behind the camera? It seems to be a somewhat fuzzy rule. I can imagine it’s needed for performance, but it’s a bit disappointing. Makes some fun ideas perhaps unworkable :fearful:

If it doesn’t draw, it doesn’t cast a shadow. Though, I had that in my ‘back log’ of stuff to add as a toggle - an extra pass to gather invisible but ‘shadow involved’ meshes to draw up to some fair distance off-camera.

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  • It never hurts to revisit meshes for performance :wink: If your goblins can be merged clean - you may want to A/B test to see what you think.
  • Lighting would be different - because RDN tools had a different set of logic for smoothing and tangent/binormals. In that, they didn’t do tan/binormals at all (didn’t support Normal mapping out of the box). If you were getting bi-norms, I think that was mostly CfHodEdTanget? Or something similar? So yeah, normals/lighting may vary, a bit.